Added flag at the end of the levels

This commit is contained in:
theo@manjaro 2021-11-23 11:11:13 +01:00
parent f3e0ee8fdc
commit 109e84dfbb
14 changed files with 589 additions and 40 deletions

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View File

@ -0,0 +1,59 @@
from gamedata.objects.ingame.ennemies.ennemy import Ennemy
class EndFlag(Ennemy):
def __init__(self,*args):
super().__init__(*args)
self.blueflags = self.game.getSpriteDir("flags/blue/")
self.greenflags = self.game.getSpriteDir("flags/green/")
self.confettis = {}
self.confettiscolors = ["red","blue","yellow"]
for i in self.confettiscolors:
self.confettis[i] = self.game.getSpriteDir("particles/confetti/"+i+"/")
self.sprites = self.blueflags
self.depth = -1
self.spriteindex = 0
self.animspeed = 10
self.rect[2],self.rect[3] = self.sprites[0].get_size()
self.candie = False
self.canhit = False
self.endtimer = self.game.lib.Timer(3)
self.ended = False
def step(self):
super().step()
self.spriteindex+=self.animspeed*self.game.dt
if self.player:
if self.player.rect.colliderect(self.rect):
self.sprites = self.greenflags
self.player.canmove = False
if not self.ended:
self.ended = True
nb = 30
for i in range(nb):
color = self.game.lib.choice(self.confettiscolors)
sprites = self.confettis[color]
velx = self.game.lib.randint(-1,1)
vely = self.game.lib.randint(-5,-4)/3
steps = 5
offsetx = self.game.lib.randint(-10*steps,10*steps)/(steps)
offsety = self.game.lib.randint(-5,5)
self.game.addParticle(sprites,self.rect.center[0]+offsetx,self.rect.center[1]+offsety,velx=velx,vely=vely,modvely=0.05,fps=2)
if self.ended:
if self.endtimer.tick(self.game.dt):
self.game.scene = self.game.scenes.overworld
def draw(self):
sprite = self.sprites[int(self.spriteindex)%len(self.sprites)]
self.game.window.blit(sprite,[self.rect[0]-self.game.globals["camerax"],self.rect[1]-self.game.globals["cameray"]])

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@ -15,12 +15,12 @@ class Player(Movable):
self.spritefalling = game.sprite_lib["player/falling.png"] # Descending self.spritefalling = game.sprite_lib["player/falling.png"] # Descending
self.spritehurt = game.sprite_lib["player/hurt.png"] # Being hurted self.spritehurt = game.sprite_lib["player/hurt.png"] # Being hurted
self.spritelanding = game.sprite_lib["player/landing.png"] self.spritelanding = game.sprite_lib["player/landing.png"]
self.testsprites = self.game.getchars("Test")
self.landingtimer = 0 self.landingtimer = 0
self.maxlandtime = 0.15 self.maxlandtime = 0.15
self.spriteindex = 0 self.spriteindex = 0
self.flipx = False self.flipx = False
self.animationspeed = 2.5 self.animationspeed = 2.5
self.canmove = True
self.sprite = self.spritestill self.sprite = self.spritestill
collisionratio = 0.7 collisionratio = 0.7
@ -116,6 +116,7 @@ class Player(Movable):
keys = self.game.inputs["keys"] keys = self.game.inputs["keys"]
self.horspd = 0 self.horspd = 0
if canmove: if canmove:
if self.canmove:
self.horspd=(keys["right"]["pressed"]-keys["left"]["pressed"])*self.game.dt*self.speed self.horspd=(keys["right"]["pressed"]-keys["left"]["pressed"])*self.game.dt*self.speed
if self.landingtimer<=0: if self.landingtimer<=0:
@ -193,7 +194,7 @@ class Player(Movable):
self.jumped = False self.jumped = False
if self.onground or self.leaptimer<0: if self.onground or self.leaptimer<0:
if 0<keys["up"]["timer"]<=3: if self.canmove and 0<keys["up"]["timer"]<=3:
self.verspd= self.jump*self.gravityway self.verspd= self.jump*self.gravityway
if self.leaptimer<0 and not self.onground: if self.leaptimer<0 and not self.onground:
self.verspd = -abs(self.verspd) # Small leap self.verspd = -abs(self.verspd) # Small leap
@ -224,7 +225,7 @@ class Player(Movable):
self.verkb = min(0,self.verkb+self.reducekb)*self.game.dt self.verkb = min(0,self.verkb+self.reducekb)*self.game.dt
# Je passe en dessous des semi-plateformes # Je passe en dessous des semi-plateformes
if keys["down"]["timer"]==1: if self.canmove and keys["down"]["timer"]==1:
falled = False falled = False
if not self.checkcollisions(0,1,semi=False): if not self.checkcollisions(0,1,semi=False):
semi = self.checkcollisions(0,1,classic=False) semi = self.checkcollisions(0,1,classic=False)
@ -277,7 +278,3 @@ class Player(Movable):
flipy = self.fastfall<0 flipy = self.fastfall<0
sprite = self.game.pygame.transform.flip(self.sprite,self.flipx,flipy) sprite = self.game.pygame.transform.flip(self.sprite,self.flipx,flipy)
self.game.window.blit(sprite,[self.rect[0]-self.game.globals["camerax"]-self.spriteoffset,self.rect[1]-self.game.globals["cameray"]]) self.game.window.blit(sprite,[self.rect[0]-self.game.globals["camerax"]-self.spriteoffset,self.rect[1]-self.game.globals["cameray"]])
for i,spr in enumerate(self.testsprites):
if spr:
self.game.window.blit(spr,[self.rect[0]+i*9-self.game.globals["camerax"]-self.spriteoffset,self.rect[1]-self.game.globals["cameray"]])

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@ -4,6 +4,7 @@ from gamedata.objects.ingame.ennemies.crate import Crate
from gamedata.objects.ingame.ennemies.balloon import Balloon from gamedata.objects.ingame.ennemies.balloon import Balloon
from gamedata.objects.ingame.ennemies.spring import Spring from gamedata.objects.ingame.ennemies.spring import Spring
from gamedata.objects.ingame.ennemies.waterchange import WaterChange from gamedata.objects.ingame.ennemies.waterchange import WaterChange
from gamedata.objects.ingame.endflag import EndFlag
from gamedata.objects.levels import Levels from gamedata.objects.levels import Levels
class TilesetRenderer(BaseObject): class TilesetRenderer(BaseObject):
@ -14,6 +15,7 @@ class TilesetRenderer(BaseObject):
self.tilew = 64 self.tilew = 64
self.tileh = 64 self.tileh = 64
self.depth = -2
self.level = game.levels_lib[mapfoldername] self.level = game.levels_lib[mapfoldername]
self.reinit(self.level) self.reinit(self.level)
@ -70,7 +72,7 @@ class TilesetRenderer(BaseObject):
self.layers = [] self.layers = []
self.spawns = [] self.spawns = []
spawnlists = {"Spawns":self.spawns} spawnlists = {"Spawns":self.spawns}
ennemies = {"Robot":Robot,"Crate":Crate,"Balloon":Balloon,"Spring":Spring,"WaterChange":WaterChange,"Levels":Levels} ennemies = {"Robot":Robot,"Crate":Crate,"Balloon":Balloon,"Spring":Spring,"WaterChange":WaterChange,"Levels":Levels,"End":EndFlag}
self.queue = [] # For spawning ennemies after beeing initialized self.queue = [] # For spawning ennemies after beeing initialized
if "layers" in json.keys() and type(json["layers"]).__name__=="list": if "layers" in json.keys() and type(json["layers"]).__name__=="list":
solidlayer = False solidlayer = False

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@ -20,6 +20,8 @@ def main(game):
def ingame(game,level="Level 2"): def ingame(game,level="Level 2"):
game.scaleCamera(416,234) game.scaleCamera(416,234)
game.globals["camerax"] = 0
game.globals["cameray"] = 0
game.gameloop.reinit() game.gameloop.reinit()
tileset = TilesetRenderer(0,0,game,level) tileset = TilesetRenderer(0,0,game,level)
game.gameloop.summon(tileset) game.gameloop.summon(tileset)
@ -30,6 +32,8 @@ def ingame(game,level="Level 2"):
def overworld(game): def overworld(game):
game.scaleCamera(416,234) game.scaleCamera(416,234)
game.globals["camerax"] = 0
game.globals["cameray"] = 0
game.gameloop.reinit() game.gameloop.reinit()
tileset = TilesetRenderer(0,0,game,"Overworld") tileset = TilesetRenderer(0,0,game,"Overworld")
game.gameloop.summon(tileset) game.gameloop.summon(tileset)